use cube::Cube; use glium; use glium::{Display, Program, Surface}; use glium::index::{IndexBuffer, PrimitiveType}; pub fn solid_fill_program(display: &Display) -> Program { let vertex_shader_src = include_str!("shaders/solid.vert"); let fragment_shader_src = include_str!("shaders/solid.frag"); Program::from_source(display, vertex_shader_src, fragment_shader_src, None).unwrap() } #[derive(Copy, Clone)] struct Vertex { position: [f32; 3] } implement_vertex!(Vertex, position); pub struct BoundingBox<'a> { vertexes: glium::VertexBuffer, program: &'a Program, indices: IndexBuffer, } impl<'a> BoundingBox<'a> { pub fn new(display: &Display, c: &Cube, program: &'a Program) -> BoundingBox<'a> { let vertex_data = [ Vertex { position: [c.xmin, c.ymin, c.zmin] }, Vertex { position: [c.xmax, c.ymin, c.zmin] }, Vertex { position: [c.xmax, c.ymax, c.zmin] }, Vertex { position: [c.xmin, c.ymax, c.zmin] }, Vertex { position: [c.xmin, c.ymin, c.zmax] }, Vertex { position: [c.xmax, c.ymin, c.zmax] }, Vertex { position: [c.xmax, c.ymax, c.zmax] }, Vertex { position: [c.xmin, c.ymax, c.zmax] }, ]; const INDICES: &[u16] = &[0, 1, 1, 2, 2, 3, 3, 0, // front 4, 5, 5, 6, 6, 7, 7, 4, // back 0, 4, 1, 5, 2, 6, 3, 7]; // sides BoundingBox { vertexes: glium::VertexBuffer::new(display, &vertex_data).unwrap(), program: program, indices: IndexBuffer::new(display, PrimitiveType::LinesList, INDICES).unwrap(), } } pub fn draw(&self, frame: &mut glium::Frame, uniforms: &U) where U: glium::uniforms::Uniforms { let params = glium::DrawParameters { depth: glium::Depth { test: glium::draw_parameters::DepthTest::IfLess, write: true, ..Default::default() }, blend: glium::Blend::alpha_blending(), ..Default::default() }; frame.draw(&self.vertexes, &self.indices, self.program, uniforms, ¶ms).unwrap(); } }